Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on December 12, 2017, 02:18:46 am

Title: Sounds improvement
Post by: TrashMan on December 12, 2017, 02:18:46 am
I'm thinking on something to improve performance and feel of rapid-fire weapons.
Trying to play the sound for each bullet may lead to a cacaphony if the fire rate is high.
Weapons like gattling guns should have spin-up sound (optional. could come with spin-up time/factor variable) and continous sound (like beam cannons) that simply loops while the weapon is fireing.
Title: Re: Sounds improvement
Post by: chief1983 on December 12, 2017, 07:49:09 am
Haven't BSG-style ballistic weapons already figured this out?
Title: Re: Sounds improvement
Post by: AdmiralRalwood on December 12, 2017, 10:20:23 am
We still don't have special looping sound effects for non-beam continuously-firing weapons; it's been on the to-do list for ages, though.
Title: Re: Sounds improvement
Post by: TrashMan on December 23, 2017, 09:10:33 am
Doesn't have to be looping, it would be good for non-gattling weapons too.

Think of a huge fusion/plasma gun. Would be cool to be able to give it a charge-up sound similar to what beam cannons have.
A new subsystem entry, like turret rotation sounds:

$prefiresnd: <wav file>, <time in ms before fireing>

so if he turret has a 10 second fire wait and you put in 2000ms, then 8 seconds after it fired it would star playing the charge sound